STEPHAN FERUS
Male catfolk rogue 1
235/1300 Experience Points
CG Medium humanoid (catfolk)
Init +6; Senses Perception +6
DEFENSE
AC 16, touch 14, flat-footed 12 (+4 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will +0
OFFENSE
Speed 30 ft.
Melee shortsword +0 (1d6/19-20)
Ranged holy water (flask) +5 (2d4)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +4 (1d4/19-20)
Special Attacks Sneak Attack 1d6,
STATISTICS
Str 10, Dex 18, Con 10, Int 15, Wis 10, Cha 13
Base Atk +0; CMB +0; CMD 14
Feats Armor Proficiency, Light, Throw Anything
Skills
Acrobatics +8,
Appraise +2,
Bluff +1,
Climb +4,
Craft (Untrained) +2,
Diplomacy +5,
Disable Device +9,
Disable Device (Traps) +9,
Disguise +1,
Escape Artist +4,
Fly +4,
Heal +0,
Intimidate +1,
Knowledge (Dungeoneering) +6,
Knowledge (Local) +7,
Linguistics(Varisian) +6,
Perception +6,
Perception (Trapfinding) +7,
Perform (Untrained) +1,
Ride +4,
Sense Motive +4,
Sleight of Hand +8,
Stealth +10,
Survival +2,
Swim +0
Languages Catfolk, Common, Halfling, Orc, Varisian
SQ cat's luck, low-light vision, natural hunter, sprinter, trapfinding, weapon and armor proficiency,
Gear shortsword; Leather Armor; explorer's outfit; dagger; Backpack, Common [ Sack (x4); Vial (x2); Holy Water (Flask) (x2); Rations (Trail/Per Day) (x5); Sunrod (x4); ]; Sack ; Vial ; Belt Pouch [ Ink (1 oz. Vial); Inkpen; Journal; Thieves' Tools; ];
SPECIAL ABILITIES
Adopted You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race. (Human)
Cat's Luck Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Low-Light Vision In dim light, catfolk can see twice as far as humans.
Natural Hunter (Ex) Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Sprinter Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
World Traveler (Knowledge (Local)) Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Knowledge (Local), and it is always a class skill for you.